#include "ActionMove.h"
#include "Steering.h"

ActionMove::ActionMove(Entity* target)
{
	e_target__ = target;
}

ActionMove::ActionMove(vector3df target)
{
	e_target__ = 0;
	v_target__ = target;
}

ActionMove::~ActionMove()
{
}

bool ActionMove::execute(Entity* executer)
{
	if(debug[Debug::PLAN_INFO])
	{
		std::cout << "moving" << std::endl ;
	}
	return true ;

	if (e_target__)
		; // move according to the entity
	else
		; // move according to the vector

	// return according to arrival (with entity, return true when collision detected)
	// TODO: maybe make a function BBcollision with two ISceneNode in Map.h/Map.cc
	return false;
}

bool ActionMove::checkConditions()
{
     return true ;    
}

